Rusty's Day Off: Episode One - Janitor on Duty - Onestone Software
  • Added a new setting "Detail Distance" to increase the LOD distances.
  • You can now use the Wardrobe Ticket from the inventory to trigger the Receptionist interaction.
  • The Guilt lasergrid attack only comes from the front now.
  • The Guilt blind attack timing has been relaxed.
  • Misc. small changes.

VR Changes
  • Removed water droplet effect.
  • Swapped "Crouch" and "Next Weapon" bindings.
  • Disabled refraction on translucent shards which caused artifacts.
  • Item tooltips are now shown when hovering over them in the inventory.

Thank you to Greendayle and plaisi for helping with this update!
The Adventurers - Eternal Vigilance Ent
Adventurers,

With Steam Next wrapping up shortly, just want to extend a deep thanks to everyone who joined us during Steam Next Fest! Your support, enthusiasm, and feedback mean the world to me, as its appreciated beyond what mere words can state.

It was incredible and inspiring seeing so many of you explore the game, share your thoughts, and help shape its future. Every piece of feedback, every bug report, and every suggestion you provided is invaluable in making this game the best it can be.

The life of an adventurer is meant to be a difficult one and you all truly persevered.

In just this week alone new updates have been added based on feedback
  • Level Up Confirmation Windows
  • Menu slider fixes
  • Additional social and morale adjustments
  • Improved Contract Placement
  • Inventory views in towns
  • More tooltips for deconstructable items
  • Easier party selections based on their portraits
  • Improved combat highlights

  • And many more.

Thank you for taking the time to play, engage, and be part of this journey with us. We’re excited for what’s ahead and can’t wait to share more with you soon!

See you in the next adventure!
Riot Ride - Suronix
Changes:
  • Nerfed "bomber" enemy's explosion force
  • Removed air steering & air activation controls to simplify the flying experience
  • Made the car fly with the "Accelerate" key instead of the "Reverse" key when you're equipping a "flying kit"

Additions:
  • Added a tutorial for choosing "building transparency mode"
  • Added tutorials for first time use for each new upgrade type

Bugs:
  • Fixed flying force inconsistency that occurred due to FPS changes

Your feedback is invaluable in helping us improve Riot Ride!
Thank you for your ongoing bug reports and suggestions — keep them coming! We're committed to delivering regular, high-quality updates to enhance your experience, so stay tuned for more improvements soon!
Frameland: A Binary Tale - TheBlakeBox
We're celebrating Steam Next Fest!

For this occasion, we're streaming an English-language dev playthrough of our game's demo!

We'd be delighted if you'd join us — or you can play the demo for yourself, anytime!

7:32am
Sustained - MeanDean2
Hi Everyone

In this update there has been changes to the map on collision and build areas

This is a smaller update and will follow later with a bigger update


Thank you
Welcome to Elderfield - chris-cote
CHANGELOG
  • Added the Tax Man 👁️ 👁️
  • Reworked the placeable objects system to allow free-form placing anywhere on the farm/ranch/home maps (existing objects can be picked up and re-placed elsewhere with the new system) This is only for processing and decorative items. Scarecrows, the ritual brazier, and large farm objects must still be placed on their respective platforms.
    Please pick up/move your existing processing/decorative objects, as the platform system will be removed in the future, deleting any old objects in the process.
  • Added new sorting categories to storage containers (new saves only)
  • The fridge now only holds food (new saves only)
  • All food now cooks at 100% success rate
  • Fixed Fingermen not having a loot table
  • Reworked the fishing UI
  • Fixed bugged Chef Elroy visitor
  • Fixed farm/forge storage notifications
  • Tanner's Gameboy now actually looks like a Gameboy
  • Fixed a bug that caused the chance for crows to eat crops to increase/decrease in weird ways as players pick up/place certain objects. This will only be fixed in new save files.
  • Added 4 new curses
  • Added 4 new blessings
  • Fixed the Travelling Merchant not properly buying Eyeballs on one of his rolls
Elven City Simulator - vasilenko.i.d.93
Hello, elfs!

A number of bugs were revealed with the help of our players!
So, list of bug fixes goes as follows:

  • Adjusted font spacing
  • Winery label fixed
  • Fixed ability of hiring carriers after game load
  • Fixed widgets loading for elfs, that were in dining room or berry hall during game save


Don't lose yourself in the fog,
thundercatofdoom and CleDeSol
The Chronicles of Overlord - Petr_Zhigulev


In The Chronicles of Overlord, every action requires careful strategic planning and precise resource management.

How do you prefer to plan your moves in strategy games—meticulously or by intuition?
Unsought - Uruta Kobito
・中国語(簡体字)に対応しました
・軽微なバグを修正しました
No More Room in Hell - Felis
An update to No More Room in Hell has been released. The update will be applied automatically when you restart No More Room in Hell. The major changes include:

New Maps
Shoreline [Objective] (by Sirdoggy)



The US military declared this portion of the shoreline as a redeker safe zone. We, and many others, have fled here from the city, but the dead bastards have also followed us here. This caused the military to withhold rescue operations. It's been days now, and things are only getting worse.

Last night a horde breached one of the cabin entrances. Many got bit and infected. A couple of us got together and hid in the basement of a nearby house. We're staying quiet until things calm down.
The plan is to return to the cabin and re-establish contact with the national guard. Hopefully they'll organize one last transport for us.


Code

Additions
  • Added medical item viewmodels, contributed by S0kk0 (#1516)
Changes
  • Improved zombie LOD models, contributed by BigHatMarley (#1500)
  • Inactive safezones are now displayed as "INACTIVE" on the HUD
  • Increased max. depth texture shadows to 8, added launch option "-numshadowtextures"
  • Misc. CPU performance improvements
  • Names and descriptions for challenges and mutators now support localization strings

  • Updated the localization files:
Fixes
  • Fixed Badass character model not casting dynamic shadows (#587)
  • Fixed broken center-bottom HUD messages (#1484)
  • Fixed custom sounds not playing sometimes on Workshop maps
  • Fixed demo compatibility with files recorded before 1.13.5
  • Fixed disconnect with infection status crashing the game (#1489)
  • Fixed dying during extraction with respawn tokens making game enter 'win state' in survival (#1168)
  • Fixed missing sounds for shoving and holstering with frag grenade (#1293)
  • Fixed shaky viewmodel when running into walls (#1354)
  • Fixed walking on a texture with gravel surface causing player to slide (#1507)
  • Fixed zombie AI aggro issues (#1448/#1475)
Changes for mappers and modders
  • Added input "SetActivatorCaption" to entity "env_instructor_hint"
  • Added inputs "PauseDrain" and "ResumeDrain" to entity "func_safe_zone" (#1467)
  • Added keyfield "Spawn Solid?" to entity "item_inventory_box"
  • Added map-defined override for "func_zombie_spawn" spawn regen target, to fix a bug with it being reset on round restart
  • Added support for highlighting multiple objective entities sharing the same name (#1524)
  • Fixed crash caused by "prop_physics_override" with collisionless model (#1504)
  • Fixed crash when "generic_actor" spawns with empty "model" keyfield (#1494)
  • Fixed "Disable Motion" spawnflag being ignored for "item_custom" (#1510)
  • Fixed entities "point_viewcontrol_multiplayer" and "nmrih_extract_preview" locking camera rotation for spectators (#1522)
  • Fixed entity "ambient_fmod" not playing a sound when spawned by a script (#1496)
  • Fixed entity "item_custom" not releasing inventory space on "Kill" input
  • Fixed input "Disable" for entity "instant_trigger" not functioning (#1498)
  • Fixed keypad codes not persisting when changing those with "InputSetCode"
  • Fixed late transmit for "item_custom" inputs "SetLabel" and "SetIcon"
  • Fixed late transmit for weapon label and icon overrides
  • Fixed "physics mayhem" bug when setting "solid" keyvalue directly
  • Fixed preferred carry angles not working (#1509)
  • Fixed zombie attack sound override not working (#1491)
  • FMOD: Added console command "fmod_memstats" for tracking memory usage
  • FMOD: Added occlusion to ambient sounds
  • FMOD: Added partial sound character support ('*' [stream from disk], '#' [dry mix, play everywhere, affected by music volume])
  • FMOD: Fixed inaccurate attenuation with ambient sounds
  • MapHack: Fixed misbehaving $respawn function, it now correctly respawns an entity on its original position with pristine entdata (#1089)
  • NMRObjective: On initial load, default description is set to objective name instead of empty field
  • VScript: Added CAI_BaseNPC function IsFrozen()
  • VScript: Added CNMRiH_Objective functions GetObjectiveBoundary(), and GetObjectiveBoundaryName() (#1495)
  • VScript: Added CNMRiH_ObjectiveManager function GetCurrentObjective()
  • VScript: Added function DispatchParticleEffectByAttachment()
  • VScript: Added function FMOD_PrecacheSound()
  • VScript: Added particle attachment constants
  • VScript: Deprecated Enable/DisableEntityListening() functions, entity hooks are now always listening
  • VScript: Fixed CBaseEntity::GetKeyValue() returning garbled values for strings
  • VScript: Fixed CNMRiH_Player::GetCarriedItems() not returning custom items with duplicate targetnames
  • VScript: Fixed hooks "NPC_TranslateActivity" and "NPC_TranslateSchedule" not working properly
  • VScript: Ruleset validated cvars are now allowed to be set by Convars functions
  • VScript: Throw an error instead of crashing when a function expects table parameter and won't get one
Changes for server admins
  • Added cvar "sv_grenade_rise", ported from Ryan's QoL plugin (warps grenades slightly off ground on detonation to improve effectiveness around clutter)
  • Added improved idle player detection, idle item drop, and new cvars "sv_idle_tracking_method", "sv_idle_item_drop", and "sv_idle_item_drop_time" (#1372)
  • Added QoL inspired multi-shove, can be enabled by cvar "sv_shove_multi" (off by default)
Maps

nmo_cleopas
  • Door near market, which leads to a house with a welder, now opens outside only
  • Fixed nodraw surface on destroyed wall's brick
nmo_quarantine
  • Fixed softlock (#1451)
nmo_rockpit
  • Added watermelon
  • Fixed instructor hint indicators following other players
  • Fixed respawn door being openable by zombies
  • Removed various clips
nmo_underground
  • Tweaked clips
nms_camilla
  • Little tweaks
nms_laundry
  • Changed escape van color
  • Little tweaks
nms_notld
  • Little tweaks
nms_ransack
  • Fixed wrong prop placement in cutscene area
...

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